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300.frag 2.35 KiB
#version 300 es

uniform sampler2D s2D;
uniform lowp sampler3D s3D;
uniform samplerCube sCube;
uniform lowp samplerCubeShadow sCubeShadow;
uniform lowp sampler2DShadow s2DShadow;
uniform lowp sampler2DArray s2DArray;
uniform lowp sampler2DArrayShadow s2DArrayShadow;

uniform lowp isampler2D is2D;
uniform lowp isampler3D is3D;
uniform lowp isamplerCube isCube;
uniform lowp isampler2DArray is2DArray;

uniform lowp usampler2D us2D;
uniform lowp usampler3D us3D;
uniform lowp usamplerCube usCube;
uniform lowp usampler2DArray us2DArray;
precision lowp float;
in float c1D;
in vec2  c2D;
in vec3  c3D;
smooth vec4  c4D;

flat in int   ic1D;
flat in ivec2 ic2D;
flat in ivec3 ic3D;
flat in ivec4 ic4D;
noperspective in vec4 badv; // ERROR
in sampler2D bads;          // ERROR
precision lowp uint;        // ERROR

struct s {
    int i;
    sampler2D s;
};

out s badout;               // ERROR

struct S2 {
    vec3 c;
    float f;
};

in S2 s2;

out vec3 sc;
out float sf;

uniform sampler2D arrayedSampler[5];

void main()
{
    float f;
    vec4 v;
    v = texture(s2D, c2D);
    v = textureProj(s3D, c4D);
    v = textureLod(s2DArray, c3D, 1.2);
    f = textureOffset(s2DShadow, c3D, ic2D, c1D);
    v = texelFetch(s3D, ic3D, ic1D);
    v = texelFetchOffset(arrayedSampler[2], ic2D, 4, ic2D);
    f = textureLodOffset(s2DShadow, c3D, c1D, ic2D);
    v = textureProjLodOffset(s2D, c3D, c1D, ic2D);
    v = textureGrad(sCube, c3D, c3D, c3D);
    f = textureGradOffset(s2DArrayShadow, c4D, c2D, c2D, ic2D);
    v = textureProjGrad(s3D, c4D, c3D, c3D);
    v = textureProjGradOffset(s2D, c3D, c2D, c2D, ic2D);
    v = texture(arrayedSampler[ic1D], c2D);                 // ERROR
    ivec4 iv;
    iv = texture(is2D, c2D);
    iv = textureProjOffset(is2D, c4D, ic2D);
    iv = textureProjLod(is2D, c3D, c1D);
    iv = textureProjGrad(is2D, c3D, c2D, c2D);
    iv = texture(is3D, c3D, 4.2);
    iv = textureLod(isCube, c3D, c1D);
    iv = texelFetch(is2DArray, ic3D, ic1D);

    iv.xy = textureSize(sCubeShadow, 2);

    float precise;
    double boo;       // ERROR
    dvec2 boo2;       // ERROR
    dvec3 boo3;       // ERROR
    dvec4 boo4;       // ERROR

    f += gl_FragCoord.y;
    gl_FragDepth = f;

    sc = s2.c;
    sf = s2.f;

    sinh(c1D) +
    cosh(c1D) * tanh(c2D);
    asinh(c4D) + acosh(c4D);
    atanh(c3D);
}

float imageBuffer;    // ERROR, reserved
float uimage2DRect;   // ERROR, reserved